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  1. #781
    Radsourceful

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    Bismarck

    Quote Originally Posted by Sign View Post
    This is my current BLM file, it is Aikar's BLM template with the stuff that doesn't apply to me stripped out (only 60BLM atm). I am trying to solve my problem with my enfeebling set. I want it to equip my AF body and then my AF hat. I idle in shaman cloak which obviously doesn't allow headgear. As it stands now it does not equip my head piece (I assume because it hasn't registered the body piece as allowing headgear yet). How can I delay that one single equip?
    Just never inherit from a set with a cloak in it.

    Code:
    <group name="Main" default="yes">
    	<set name="Standard">
    		<all slots but head/body/>
    	</set>
    	<set name="Idle" BaseSet="Standard">
    		<body>Ixion Cloak</body>
    	</set>
    	<set name="NoResist" BaseSet="Standard">
    		<head>Some head</head>
    		<body>Some body</body>
    	</set>
    </group>
    Edit: http://pastebin.com/PZCEEL0D this should do it, just need to specify a head in resting set.

  2. #782
    Nikkei's Hoe
    Worse than her at uno

    Join Date
    Dec 2006
    Posts
    6,236
    BG Level
    8
    FFXIV Character
    Eanae Hikari
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus
    WoW Realm
    Hyjal

    Ok my cure cheat spellcast is still broken as fuck and seems to, at random intervals, ignore hp % and go right for my enmity set. This is my entire white magic block, and I really can't figure out what's wrong.

    Code:
            <if type = "WhiteMagic">
                <-- If Casting a cure and the target is a monster, change target to self-->
                <if spell="Cur*">
                    <if SpellTargetType="Monster">
                        <action type = "ChangeTarget" target = "&lt;me&gt;"/>
                    </if>
                </if>
    
                <if SpellTargetType="Player">
                    <if spell="Cur*">
                        <action type="equip" when="Precast" setgroup="shared" set="Cure_Enmity" />
                    </if>
                </if>
                <elseif SpellTargetType="Self|Monster">
                    <if advanced='$fire=0' AND '$earth=0'>
                        <if spell="Cure II">
                            <action type="equip" when="Precast" setgroup="shared" set="Cure_Enmity" />
                        </if>
                        <if spell="Cure III">
                            <if advanced='"%HPP" &lt; "85%"'>
                                <action type="equip" when="Precast" setgroup="shared" set="Cure_Enmity" />
                            </if>
                            <elseif advanced='"%HPP" &gt;= "85%"'>
                                <action type="equip" when="Precast" setgroup="pld_nin" set="CureIII_HPDOWN" />
                                <action type="equip" when="Midcast" setgroup="pld_nin" set="CureIII_HPUP" />
                            </elseif>
                        </if>
                        <if spell="Cure IV">
                            <if advanced='"%HPP" &lt; "72%"'>
                                <action type="equip" when="Precast" setgroup="shared" set="Cure_Enmity" />
                            </if>
                            <elseif advanced='"%HPP" &gt;= "72%"'>
                                <if advanced='"%MPP" &lt; "70%"'>
                                    <action type="Midcastdelay" delay="1.5" />
                                    <action type="equip" when="Precast" setgroup="pld_nin" set="CureIV_HPDOWN" />
                                    <action type="equip" when="Midcast" setgroup="pld_nin" set="CureIV_HPUP" />
                                </if>
                                <elseif advanced='"%MPP" &gt;= "70%"'>
                                    <action type="Midcastdelay" delay="1.5" />
                                    <action type="equip" when="Precast" setgroup="pld_nin" set="CureIV_HPDOWN_MPSAVE" />
                                    <action type="equip" when="Midcast" setgroup="pld_nin" set="CureIV_HPUP_MPSAVE" />
                                </elseif>
    
                            </elseif>
                        </if>
                    </if>
                </elseif>
    
                <if spell="Flash">
                    <action type="equip" when="Precast" setgroup="pld_nin" set="Flash" />
                </if>
    
                <if spell="Stoneskin">
                    <action type="equip" when="Precast" set="MND" />
                </if>
    
                <if Spell="Reprisal">
                    <action type="equip" when="Precast" setgroup="shared" set="HasteCast" />
                </if>
            </if>

  3. #783
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    Bismarck

    Quote Originally Posted by Eanae View Post
    Ok my cure cheat spellcast is still broken as fuck and seems to, at random intervals, ignore hp % and go right for my enmity set. This is my entire white magic block, and I really can't figure out what's wrong.
    Replace the HPP with a HP and a number? (720 if you have 1000 hp, etc) If you're mashing cure macro before recast is up it's possible (but unlikely, I assume you'd notice the swaps unless they non-visible slots only, or have bmn on etc) that you swap the gear, then when you hit the cure macro again it sees HP/InflatedHP as being < 72%.

    Aikar's BLM setup has something similar, but for sorc ring activation. HP is compared to a variable depending on SJ, rather than to a %.

    It would look something like:

    Code:
    Var: NINCureIVHP = 720
    Var: WARCureIVHP = 750
    Var: RDMCureIVHP = 700
    .
    .
    .
    <if Advanced='%HP &gt; $%SubJobCureIVHP'>
         <action type="Midcastdelay" delay="1.5" />
         <action type="equip" when="Precast" setgroup="pld_nin" set="CureIV_HPDOWN" />
         <action type="equip" when="Midcast" setgroup="pld_nin" set="CureIV_HPUP" />
    </if>

  4. #784
    HKR
    HKR is offline
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    Join Date
    May 2008
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    2

    Enhances fast cast gear, where in the spell casting should it be equipped, pre or mid?

    Right now I have it equipped for the pre-cast and switch out all my gear in midcast, but my limited testing didn't seem to show any improvement in casting speed.

  5. #785
    If you stopped to actually learn something you might not post these uninformed posts.
    Join Date
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    i'm puzzled on how to get parade gorget on if HP>85% and MP<100% when idle, anyone has code?

  6. #786
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    Bismarck

    Quote Originally Posted by HKR View Post
    Enhances fast cast gear, where in the spell casting should it be equipped, pre or mid?

    Right now I have it equipped for the pre-cast and switch out all my gear in midcast, but my limited testing didn't seem to show any improvement in casting speed.
    Precast, *but* you also need to delay the start of casting long enough for it to equip. Unless you're shaving at least 0.2-0.3 seconds from cast time, swapping to FC gear won't speed you up.

    Code:
    <action type="castdelay" delay="0.3"/>
    <equip when="precast" Set="Fastcast"/>
    Quote Originally Posted by test123 View Post
    i'm puzzled on how to get parade gorget on if HP>85% and MP<100% when idle, anyone has code?
    This should work for that case when disengaged. Also includes code to swap it back in if MP becomes less than 5%, even if engaged.

    I'd suggest replacing all mpp/hpp with mp/hp and using the real values (given 1000hp/1000mp, mplt="1000", hpgt="850") to allow for fluctuations in max hp/mp if you hit a macro before you've returned to your idle set, but this will cover most times.

    Code:
    <if status = "engaged">
    	<action type="equip" when="aftercast|idle" set="tp"/>
    	<if mpplt="5" hppgt="85">
    		<action type="equip" when="aftercast|idle|resting"><neck>Parade Gorget</neck></action>
    	</if>
    </if>
    <elseif mppaftercastlt="100" hppgt="85">
    	<action type="equip" when="aftercast|idle" set="idle"/>
    	<action type="equip" when="aftercast|idle"><neck>Parade Gorget</neck></action>
    </elseif>
    <else>
    	<action type="equip" when="aftercast|idle" set="idle"/>
    </else>

  7. #787
    If you stopped to actually learn something you might not post these uninformed posts.
    Join Date
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    how often does spellcast "loop" the rules code? or is it just event driven?

    because my rules starts like this:

    Code:
    <rules>
    	<action type="equip" when="Idle" set="idle" />
    .
    .
    .
    .
    So every time spellcast detects a "Disengage" that code will run right?

    but then


    Code:
    <rules>
    <if status="idle">
    <if mpplt="100" hppgt="85">
    	<action type="equip" when="Idle" set="idle">
    </if>
    <else
    	<action type="equip" when="Idle" set="idleParade">
    </else>
    
    </if>
    
    .
    .
    .
    .
    This does code does not proc when i disengage

  8. #788
    Nikkei's Hoe
    Worse than her at uno

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    <else

    Close your tag.

  9. #789
    If you stopped to actually learn something you might not post these uninformed posts.
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    I just rewrote the code here, it is the same principle but not with the errors in this example

  10. #790
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    Bismarck

    Since you're rewriting it... do you have it in the right order in the real file? atm it equips normal set when you want parade, and parade when you want normal. Edit: Pastebin the whole thing or post copies from your file, much much easier to work on it when we can see the thing that doesn't work.

    Also: Spellcast runs though the file once every time an action is started - beginning of a spell, when you engage, when you disengage. To trigger on engaging/disenaging, I've always used something like:

    Code:
    <if spell="autoset">
    	<equip when="resting" set="Resting" />
    	<equip when="engaged" set="Standard" />
    	<if status="Engaged">
    		<equip when="idle" set="Standard"/>
    	</if>
    	<else>
    		<equip when="idle" set="Idle"/>
    	</else>
    </if>

  11. #791
    Cerberus
    Join Date
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    Are you clicking disengage or is the mob dying?

    Spellcast processes on actions, but you can specify 'Autoset' for non-action actions (i.e. disengage when mob dies).

  12. #792
    Jex
    Jex is offline
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    Recently i moved to windows 7 (Wish i didn't) When i load spellcast, My gear swaps work but it ignores my rules i have set, Is there any way to fix this?


    Edit: Also is there any way to find pre-made rdm and blm spellcasts? If so can anyone link me?

  13. #793
    Insert witty title here
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    Phoenix

    Quote Originally Posted by Jex View Post
    Also is there any way to find pre-made rdm and blm spellcasts? If so can anyone link me?
    http://wiki.windower.net/plugins/spellcast/userxml/rdm
    http://wiki.windower.net/plugins/spellcast/userxml/blm

  14. #794
    Jex
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  15. #795
    Yarglebargle
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    Valefor

    Would there be a way to get spellcast to equip my Ass armlets on THF and lock that slot once the mob I'm engaged to hits <20% hp?

    And a variable to turn that on and off if possible.

  16. #796
    MaachaQ
    Guest

    Quote Originally Posted by Kuishen View Post
    Would there be a way to get spellcast to equip my Ass armlets on THF and lock that slot once the mob I'm engaged to hits <20% hp?

    And a variable to turn that on and off if possible.
    Sounds like you'd need auto-exec if you wanted that. My husband's spellcast locks thf hands on when he has thief knife in main or sub hand. Don't need the thief knife or armlets equipped for more than a hit or 2 anyway.

  17. #797
    Bagel
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    Midnightjade Eleven
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    Does anyone have a rule set for a weaponskill that includes MAB gear?

    I have a Primal Rend set for BST that includes Moldy earring, Aptus earring (MAB augment), and Uggly pendant with latent active. When I use it with my current xml, damage is no different compared to standard CHR build, but when I put it all in manually the MAB bonus seems to kick in ok.

    Been messing around with this for a while and could use some help. Thanks.

  18. #798
    Cerberus
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    Quote Originally Posted by Midnightjade View Post
    Does anyone have a rule set for a weaponskill that includes MAB gear?

    I have a Primal Rend set for BST that includes Moldy earring, Aptus earring (MAB augment), and Uggly pendant with latent active. When I use it with my current xml, damage is no different compared to standard CHR build, but when I put it all in manually the MAB bonus seems to kick in ok.

    Been messing around with this for a while and could use some help. Thanks.
    I built this for a friend as I don't have BST, you're welcome to take what you need.

    Spoiler: show
    Code:
    <?xml version="1.0" ?>
    <!-- By Shalafi of Cerberus 
    	Last updated 2010/05/11
    	Read comments before changing anything.
    	** REQUIRES CANCEL PLUGIN **
    	Supports:
    		Imperial & Ulthalam's Rings for Assault, Nyzul and Salvage
    		Switching Skadi's Jambeaux when not engaged
    		Evasion gear for /NIN and /DNC as solo/lowman assumed
    		Dual weapons when /NIN and Weapon/Shield when other subjobs
    		Haste gear when casting shadows
    		Modifiers for Weapon Skills
    		Monster Gloves (+1)
    		Creating alias's with Fungar, Crab & Tiger jugs for G-keys, etc
    -->
    <spellcast xmlns:xi="http://www.w3.org/2001/XInclude">
        <variables Clear="True">
    		<!-- Set this to whatever Light Staff you have -->
    		<var Name="LightStaff">Apollo's Staff</var>
    		<!-- Set this to the percentage of TP you want to start Locking weapons at -->
            <var Name="LockTP">25</var>
    		<!-- Set to 1 to use Imperial's Ring for Assault, Nyzul or Salvage, otherwise Set to 0 -->
    		<var Name="ImperialRing">0</var>
    		<!-- Set to 1 to use Ulthalam's Ring for Assault, Nyzul or Salvage, otherwise Set to 0 -->
    		<var Name="UlthalamsRing">1</var>
    		<!-- Set to 1 to use Skadi's Jambeaux for movement speed, otherwise Set to 0 -->
    		<var Name="SkadiBoots">1</var>
    		<!-- Set this to 1 if you want to use Ugg Pendant for Primal Rend, otherwise set to 0 -->
            <var Name="UggPendant">1</var>
    		<!-- Set this to 1 to use Monster Gloves, 2 to use Monster Gloves +1 for Call Beast, otherwise set to 0 -->
    		<var Name="AFGloves">2</var>
    		<!-- Set this to 1  to use Dusk Gloves, 2 to use Dusk Gloves +1  while engaged, otherwise set to 0 -->
    		<var Name="DuskGloves">1</var>
    		<!-- Set this to 1 if you want to automatically use Echo Drops when Silenced, otherwise set to 0 -->
    		<var Name="EchoDrops">1</var>
    		<!-- Elemental Gorget's, input the ones you have and for the weaponskill you want to use it, otherwise set to None -->
    		<var name="$RagingAxeGorget">None</var>
    		<var name="$SmashAxeGorget">None</var>
    		<var name="$GaleAxeGorget">None</var>
    		<var name="$AvalancheAxeGorget">None</var>
    		<var name="$SpinningAxeGorget">None</var>
    		<var name="$RampageGorget">Soil Gorget</var>
    		<var name="$CalamityGorget">None</var>
    		<var name="$MistralAxeGorget">None</var>
    		<var name="$StringingPummelGorget">None</var>
    		<var name="$DecimationGorget">None</var>
    		<var name="$PrimalRendGorget">None</var>
    		<var name="$OnslaughtGorget">None</var>
    	</variables>
    	<sets>
    		<group Default="True" Name="Melee">
    			<!-- This set will be used by default(i.e. TP set) -->
    			<set Name="Normal">
    				<main>Martial Axe</main>
    				<sub>Tatami Shield</sub>
    				<ammo>Bibiki Seashell</ammo>
    				<head>Walahra Turban</head>
    				<neck>Temperance Torque</neck>
    				<lear>Brutal Earring</lear>
    				<rear>Beastly Earring</rear>
    				<body>Adaman Hauberk</body>
    				<hands>Trainer's Gloves</hands>
    				<lring>Rajas Ring</lring>
    				<rring>Blood Ring</rring>
    				<back>Forager's Mantle</back>
    				<waist>Swift Belt</waist>
    				<legs>Skadi's Chausses</legs>
    				<feet>Skadi's Jambeaux</feet>
    			</set>
    			<!-- This will equip weapons for fighting when subbing NIN-->
    			<set Name="SubNIN">
    				<main>Martial Axe</main>
    				<head>Walahra Turban</head>
    				<neck>Temperance Torque</neck>
    				<lear>Brutal Earring</lear>
    				<rear>Beastly Earring</rear>
    				<body>Adaman Hauberk</body>
    				<hands>Trainer's Gloves</hands>
    				<lring>Rajas Ring</lring>
    				<rring>Blood Ring</rring>
    				<back>Forager's Mantle</back>
    				<waist>Swift Belt</waist>
    				<legs>Skadi's Chausses</legs>
    				<ammo>Bibiki Seashell</ammo>
    				<feet>Aurum Sabatons</feet>
    				<!-- Equipped here due to errors with equipping sub weapon -->
    				<sub>Temperance Axe</sub>
    			</set>
    			<!-- This set will be used when attempting to Charm a mob -->
    			<set Name="Charm">
    				<main>$LightStaff</main>
    				<sub>Reign Grip</sub>
    				<ammo>Imperial Egg</ammo>
    				<head>Mst. Helm +1</head>
    				<lear>Delta Earring</lear>
    				<body>Kirin's Osode</body>
    				<lring>Light Ring</lring>
                    <rring>Light Ring</rring>
    				<back>Lyricist's Gonnelle</back>
    				<waist>Monster Belt</waist>
    				<legs>Bst. Trousers +1</legs>
    				<feet>Bst. Gaiters +1</feet>
                </set>
    			<!-- This set will be used for Tame (i.e. INT) -->
    			<set Name="Tame">
    				<main>Aquilo's Staff</main>
    				<head>Mst. Helm +1</head>
    				<body>Kirin's Osode</body>
    			</set>
    			<!-- This set will be used for Reward -->
    			<set Name="Reward">
    				<ammo>Pet Food Zeta</ammo>
    				<body>Monster Jackcoat</body>
    				<hands>Ogre Gloves</hands>
    				<feet>Bst. Gaiters +1</feet>
                </set>
    			<set Name="Haste">
    				<head>Walahra Turban</head>
    				<lear>Loquac. Earring</lear>
    				<hands>Dusk Gloves</hands>
    				<waist>Swift Belt</waist>
    				<legs>Skadi's Chausses</legs>
    			</set>
    			<set Name="STR">
    				<head>Hecatomb Cap</head>
    				<neck>Chivalrous Chain</neck>
    				<body>Adaman Hauberk</body>
    				<hands>Hecatomb Mittens</hands>
                    <rring>Flame Ring</rring>
                    <waist>Potent Belt</waist>
    				<legs>Bst. Trousers +1</legs>
    				<feet>Skadi's Jambeaux</feet>
    				<back>Forager's Mantle</back>
    			</set>
    			<set Name="DEX">
    				<head>Hecatomb Cap</head>
    				<body>Adaman Hauberk</body>
    				<hands>Hecatomb Mittens</hands>
    				<legs>Byakko's Haidate</legs>
    			</set>
    			<set Name="VIT">
    				<body>Kirin's Osode</body>
    				<feet>Skadi's Jambeaux</feet>
    			</set>
    			<set Name="ACC">
    				<head>Optical Hat</head>
    				<neck>Temperance Torque</neck>
    				<body>Adaman Hauberk</body>
                    <rring>Blood Ring</rring>
    				<waist>Virtuoso Belt</waist>
    				<legs>Skadi's Chausses</legs>
    				<feet>Skadi's Jambeaux</feet>
    			</set>
    			<set Name="MAB">
                    <lear>Moldivite Earring</lear>
                    <neck>Caract Choker</neck>
                </set>
                <set Name="Rest">
    				<main>Pluto's Staff</main>
    				<ammo>Bibiki Seashell</ammo>
    				<feet>Skadi's Jambeaux</feet>
                </set>
    			<set Name="Stoneskin">
    				<body>Kirin's Osode</body>
    			</set>
            </group>
        </sets>
        <rules>
    		<!-- Increasing delay as during testing we found that some gear was swtiching too slow for some of the benefits to take effect -->
    		<!--midcastdelay Delay="0.4" /-->
    		<!-- Disables swtichinging equipment when porting as it can cause crashes -->
    		<if Spell="Teleport*|Warp*|Recall*|Retrace">
    			<return />
    		</if>
    		<!-- Disables equipment switching that would cause loss of TP. Lock does not work because of changes with $ElementalStaff-->
            <if TPGT="$LockTP">
                <disable Slot="Main|Sub|Range" />
            </if>
            <else>
                <enable Slot="Main|Sub|Range" />
            </else>
    		<!-- AutoSet to ensure your gear switches outside of spell/job ability actions -->
    		<if Spell="AutoSet">
    			<equip When="Resting" Set="Rest" />
    			<if Advanced='"%SubJob"="NIN"'>
    				<equip When="Idle|Aftercast" Set="SubNIN" />
    			</if>
    			<else>
    				<equip When="Idle|Aftercast" Set="Normal" />
    			</else>
    			<!-- Equip Dusk Gloves(+1) when engaged -->
    			<if Advanced='$DuskGloves=1 AND "%Status"="Engaged"'>
    				<equip When="Engaged|Aftercast">
    					<hands>Dusk Gloves</hands>
    				</equip>
    			</if>
    			<elseif Advanced='$DuskGloves=2 AND "%Status"="Engaged"'>
    				<equip When="Engaged|Aftercast">
    					<hands>Dusk Gloves +1</hands>
    				</equip>
    			</elseif>
    			<!-- Equip Skadi's Jambeaux when not engaged and enabled -->
    			<if Advanced='$SkadiBoots=1 AND "%Status"!="Engaged"'>
    				<equip When="Idle|Aftercast">
    					<feet>Skadi's Jambeaux</feet>
    				</equip>
    			</if>
    		</if>
    		<!-- Equips Imperial Ring if enabled and in Assault, Nyzul or Salvage area -->
    		<if Advanced="$ImperialRing=1" Area="Nyzul*|Leujaoam*|Mamool*|Periqia|Lebros*|Ilrusi*|*Remnants">
    			<equip>
    				<rring Lock="True">Imperial Ring</rring>
    			</equip>
    		</if>
    		<!-- Equips Ulthalam's Ring if enabled and in Assault, Nyzul or Salvage area -->
    		<if Advanced="$UlthalamsRing=1" Area="Nyzul*|Leujaoam*|Mamool*|Periqia|Lebros*|Ilrusi*|*Remnants">
    			<equip>
    				<lring Lock="True">Ulthalam's Ring</lring>
    			</equip>
    		</if>
    		<if Spell="Charm">
    			<equip When="Precast" Set="Charm" />
    		</if>
    		<!-- Equips gear to boost Tame (i.e. INT) -->
    		<elseif Spell="Tame">
    			<equip When="Precast" Set="Tame" />
    		</elseif>
    		<!-- Equips gear to boost Reward -->
            <elseif Spell="Reward">
                <equip When="Precast" Set="Reward" />
            </elseif>
    		<!-- Equips gear to boost Call Beast -->
            <elseif Spell="Call Beast">
    			<!-- Create Alias for Jug Pet TP Abilities -->
    			<if Equipammo="Seedbed Soil">
    				<action Type="Command">alias atk1 input /pet "Silence Gas" &lt;me&gt;</action>
    				<action Type="Command">alias atk2 input /pet "Dark Spore" &lt;me&gt;</action>
    				<action Type="Command">alias debuff1 input /pet "Numbshroom" &lt;me&gt;</action>
    				<action Type="Command">alias bebuff2 /;</action>
    				<action Type="Command">alias buff1 /;</action>
    				<action Type="Command">alias buff2 /;</action>
    			</if>
    			<elseif Equipammo="Fish Oil Broth">
    				<action Type="Command">alias atk1 input /pet "Big Scissors" &lt;me&gt;</action>
    				<action Type="Command">alias atk2 /;</action>
    				<action Type="Command">alias debuff1 input /pet "Bubble Shower" &lt;me&gt;</action>
    				<action Type="Command">alias debuff2 /</action>
    				<action Type="Command">alias buff1 input /pet "Scissor Guard" &lt;me&gt;</action>
    				<action Type="Command">alias buff2 input /pet "Metallic Body" &lt;me&gt;</action>
    			</elseif>
    			<elseif Equipammo="Warm Meat Broth">
    				<action Type="Command">alias atk1 input /pet "Razor Fang" &lt;me&gt;</action>
    				<action Type="Command">alias atk2 input /pet "Claw Cyclone" &lt;me&gt;</action>
    				<action Type="Command">alias debuff1 input /pet "Roar" &lt;me&gt;</action>
    				<action Type="Command">alias debuff2 /;</action>
    				<action Type="Command">alias buff1 /;</action>
    				<action Type="Command">alias buff2 /;</action>
    			</elseif>
    			<if Advanced="$AFGloves=1">
    				<equip When="Precast">
    					<hands>Monster Gloves</hands>
    				</equip>
    			</if>
    			<elseif Advanced="$AFGloves=2">
    				<equip When="Precast">
    					<hands>Monster Gloves +1</hands>
    				</equip>
    			</elseif>
    		</elseif>
    		<!-- Spell related rules -->
    		<!-- Auto cancel sneak/utsu/stoneskin/blink When recasting them. REQUIRES CANCEL PLUGIN -->
    		<if Spell="Cur*">
    			<equip When="Precast"><main>$LightStaff</main></equip>
    		</if>
    		<if Spell="Utsusemi: Ichi" BuffActive="Copy Image">
    			<equip When="Precast" Set="Haste"/>
    			<midcastdelay delay="1.6" />
    			<cmd When="Midcast">cancel 66</cmd>
    		</if>
    		<elseif Spell="Sneak" BuffActive="Sneak" Advanced='"%SpellTarget"="%PlayerName" OR "%SpellTarget"="&lt;me&gt;" OR ("%Target"="%PlayerName" AND "%SpellTarget"="&lt;t&gt;")'>
    			<cmd When="Midcast">cancel 71</cmd>
    			<midcastdelay Delay="2.1" />
    		</elseif>
    		<elseif Spell="Stoneskin" BuffActive="Stoneskin">
    			<equip When="Precast" Set="Haste|Stoneskin"/>
    			<cmd When="Midcast">cancel 37</cmd>
    			<midcastdelay Delay="3.6" />
    		</elseif>
    		<elseif Spell="Blink" BuffActive="Blink">
    			<cmd When="Midcast">cancel 36</cmd>
    			<midcastdelay Delay="3.3" />
    		</elseif>
            <!-- Equips weapon skill related gear (i.e. modifiers, etc) -->
    		<if Type="Weaponskill">
    			<if Spell="Smash Axe|Gale Axe|Avalanche Axe|Mistral Axe">
    				<equip When="Precast" Set="ACC|STR" />
    			</if>
    			<elseif Spell="Raging Axe|Spinning Axe|Rampage|Decimation">
    				<equip When="Precast" Set="STR|ACC" />
    			</elseif>
    			<elseif Spell="Calamity">
    				<equip When="Precast" Set="ACC|VIT|STR" />
    			</elseif>
    			<elseif Spell="Primal Rend">
    				<equip When="Precast" Set="Normal|MAB" />
    				<if MPPLT="51" Advanced="$UggPendant=1">
    					<equip When="Midcast">
    						<neck Lock="True">Uggalepih Pendant</neck>
    					</equip>
    				</if>
    			</elseif>
    			<elseif Spell="Onslaught">
    				<equip When="Precast" Set="ACC|DEX" />
    			</elseif>
    			<!-- Handle Elemental Gorgets's -->
    			<if Advanced='"$%SpellGorget"!="None" AND "%EquipNeck"!="Uggalepih Pendant"'>
    				<equip When="Midcast">
    					<neck Lock="True">$%SpellGorget</neck>
    				</equip>
    			</if>
    		</if>
    		<!-- Checks to see if you are silenced -->
    		<if Advanced="$EchoDrops=1" BuffActive="Silence" SubJob="RDM|WHM|NIN|BLU|BLM|DRK|SCH">
    			<aftercastdelay Delay="1" />
    			<cmd When="Aftercast">input /item "Echo drops" &lt;me&gt;</cmd>
    		</if>
        </rules>
    </spellcast>

  19. #799
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    Quote Originally Posted by Midnightjade View Post
    Does anyone have a rule set for a weaponskill that includes MAB gear?

    I have a Primal Rend set for BST that includes Moldy earring, Aptus earring (MAB augment), and Uggly pendant with latent active. When I use it with my current xml, damage is no different compared to standard CHR build, but when I put it all in manually the MAB bonus seems to kick in ok.

    Been messing around with this for a while and could use some help. Thanks.
    Do you have a delay on the equip swap? You might just be used to seeing the damage from it in TP gear, as the equips don't change fast enough.

    Code:
    <action type="castdelay" delay="0.3"/>
    <equip when="precast" Set="PrimalRend"/>
    Mess around with the 0.3, you might need anywhere from 0.2 to 0.5 depending on the situation and your computer.

    Edit: As always, if this doesn't work post your xml in case there is a bug you're missing.

  20. #800
    Bagel
    Join Date
    Oct 2006
    Posts
    1,272
    BG Level
    6
    FFXIV Character
    Midnightjade Eleven
    FFXIV Server
    Midgardsormr
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Radec View Post

    Code:
    <action type="castdelay" delay="0.3"/>
    <equip when="precast" Set="PrimalRend"/>
    Mess around with the 0.3, you might need anywhere from 0.2 to 0.5 depending on the situation and your computer.
    Thanks, I think the castdelay is what I was missing. Will try it later tonight.

    Shalafi, I actually used your xml as the original basis for my BST and like it a lot, appreciate you posting it.

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